Tuesday, November 30, 2010

Managers are the people who decide lineups, call special plays, shift players aropund, substitute ballplayers for other ballplayers, and the like. Managers come as Boy Genius, Veteran, and Crusty Coot varieties, with 8, 12, and 16 non-baseball skill ranks to allot respectively.

Management styles come in several varieties as well - the Tactician - with a Tactics of at least +4, the People Person - with a Leadership of at least +4, the Drill Sergeant - with an Intimidation of at least +4, The Mastermind - with a Psych of at least +4, and the Accountant - with a Business of at least +4.Thus a manager could be a Boy Genius Tactician, or a Crusty Coot People Person, or a Veteran Mastermind, or any other combination.

Sunday, November 28, 2010

Before each game session, the GM shuffles a full deck of cards and deals out one card, face down. The consequences of the card *must* be applied to one of the PCs, voluntarily or not. If one of the PCs takes it voluntarily, sight unseen, he will gain a bennie - see below. If no PC volunteers to take the card, sight unseen, a player character is assigned the card by the GM, using random determination.Half the cards have good consequences, and half have bad consequences. The suits determine what area of the PC’s life the consequenses will apply to - Spades apply to the Media and Public Relations, Hearts apply to Family and Romance, Clubs to relations with the Team, and diamonds apply to the PC’s Health. The rank of the card determines the magnitude of the impact on the player. Odd cards are negative, and even cards are positive.

Optionally, you can treat any suit as diamonds, using the cards for health only.Apportioning CardsIf any character voluntarily takes the card, the PC gains a Bennie - a token or chip. The bennie can be used in a variety of ways: As an extra Challenge for all games this sessionAs an extra die for any situation in each game this session.As a point of LUCK, valid for this session only.Aside from healing, all bonuses and penalties given by the card last for the current session only.The GM can adjudicate the effect of the cards ad hoc, or use the suggestions below:

(Hearts - Romance only showed for space reasons)

Hearts Romance! This result table may used by any player character - single, divorced, or married. You may choose the result under Family instead.

2 - You meet a fascinating woman at a bar who is interested back.3 - You meet a fascinating woman at a bar - then your S.O. walks in.4 - You are seeing a starlet!5 - You are seeing a starlet and your S.O. finds out.6 - Your current relationship is taking on depth and meaning. +1 TN to any skill.7 - Your current relationship is in a death spiral. -1 TN to any one skill.8 - A cool rumor goes around about your current relationship and the press hear it. +2 TN to any one skill.9 - A rumor goes around about you philandering and your S.O. hears it. -2 TN to any one skill.10 - Your S.O. moves in with you when you ask. + 1 die to any one skill.Jack - Your S.O. breaks up with you and moves out. -1 die to any one skill.Queen - Your S.O. is pregnant! +2 dice to any one skill.King - Your Ex announces she is pregnant... by you... to the press. -2 dice to any one skill.Ace - You make your current relationship permanent. +1 die to all skills.

Wednesday, November 24, 2010

Deke is a term that originated in hockey, but rapidly became assimilated into baseball. A deke is a fake, a feint, a move designed to put the opponent out of position. If you bite on a deke, you will look like a fool. I remember watching outrageous dekes in baseball, especially Carl Yastrzemski pulling fantastic dekes on sure doubles off the wall at Fenway, holding the hitter to a single, and the runners to only one base by pretending to be in position to catch the fly ball as it went over his head. It would bounce off the wall instead, and Yaz would turn around and be in perfect position to catch the carom and fire it in. Deke is a skill in Tools of Ignorance.

Psyche is the ability to get inside another's head, convincing him he will fail before he even starts. The best psyche job I ever saw was the one Arnold put on Lou Ferrigno in Pumping Iron. Arnold had Lou compensating for things he didn't do, hesitant and insecure when he tried anything, and over-thinking everything. Arnold blew him away. Psyche is a skill in Tools of Ignorance.

Intimidation is an amazing tool. It's the ability to convince the other guy that you will do anything - ANYTHING - to win. There have been many intimidating pitchers in baseball, but the best I saw was Bob Gibson of the Cardinals. He had absolute pinpoint control of his explosive fastball, and he would glare at the batters like they were cockroches, like he would like nothing better than to rip their heads off, then he'd unleash a fastball an inch off their chins. The batters would jerk away, pick themselves up, and go back into the batter's box at least two inches further back. Gibson would then pour strike after strike on the outside two inches of the plate, and the batters would flail. He was amazing. intimidation is a skill in Tools of Ignorance.

The only defense against these things is experience. There is an Edge everyone gets as they play the game called Been There. The longer you play, the higher your rank in Been There. You've seen enough dekes to not be so easily fooled. You've been psyched enough so you know when someone is trying it on you. You've been intimidated by the best, and you know when some clown is trying to do it to you. This time, you don't fall for it.

Monday, November 22, 2010

The potential offense problem I discussed last week has been addressed, I think adequately, by Lefty/Righty/Switch-Hitter Edges. Each has two edges - Lefty hitters have the Lefty Edge hitting either for power or average. Similarly, Righties have the Righty Edge hitting either for power or average. A Switch hitter has the either the Lefty or Righty Edge when hitting for average, and either the Lefty or Righty Edge hitting for power. The Edge gives a +1 to the TN when facing the opposite handed pitcher. I also gave a random-roll chart to determine whether a character was a lefty, righty, or switch-hitter based on current Major League statistics.

I also worked out some other tables which may be useful - a two part "Where Do the Balls Go?" random table giving the type of out or hit in-play - i.e. grounder, fly, or liner - based on the type and handedness of pitcher and batter. I also worked out a multi-part non-random Expected Results table based on the output of the first table, factoring in the presense of men on base, to give the expected result of that type of out or hit - i.e. a ground ball to the left side of the infield with a man on first should result in a 6-4-3 double play. This gives a basis for Challenges. With a 6-4-3 double play, the runner on first might Challenge the arm of the shortstop to beat the throw, or the batter might challenge the arm of the second baseman to beat his throw.

The GM is free to ignore all this - a GM knowledgable about baseball can give a better result, quicker, than any random table.

Sunday, November 21, 2010

Also, I've integrated StarPool into Tools of Ignorance - basically stripping it of all the junk not needed - and it's less than 2 pages. If I hadn't decided Initiative might be needed off the field, it could've been under 1 page.

Tuesday, November 16, 2010

My wife and I tested out the baseball-game part of Tools of Ignorance last night. We each made up a team of 8 position players and two pitchers - a relief pitcher and a starter. We each had the same number of rookies, veterans, and over-the-hill retreads:

The game was a blast - the Burlington Scrappers (wife) vs the Waltham Weebles (me). My rookie left hander had a rocky top of the first inning! He let up one run, and had runners on second and third, when the Scrapper's first baseman hit a scorching line drive over shortstop - AKA he rolled a double - when my shortstop leapt and snagged the liner - AKA he Challenged the double - to end the inning, though he came up with a Nagging Injury because he pushed it with a Trait, and failed his roll. The Scrappers pitcher was amazing, and my rookie settled down to a less smooth, but no more productive stint. Several excellent plays - i.e. challenges - helped keep the scoring to a mutual goose egg until the bottom of the sixth. My fleet right fielder got on with a single, and stole second - AKA Challenged the catcher's arm - before being doubled home, tying the game at one run each. In the top of the seventh, with a Scrapper at first and one out, the visitors grounded a single past the Weebles first baseman, and the runner tried to advance to third, but was cut down at third on a superb one-hop throw across the diamond by the Weeble's right fielder - the runner Challenged the right fielder's arm, and tied, but failed to beat, the throw, and the challenger always loses the tie - scuttling the rally. In the top of the eighth, the Scrapper's third baseman hit a solo home run to take a slim lead. In the bottom of the ninth, the Weebles got a man on first and third with one out, but failed to score against the Scrappers' veteran closer, and the game was done.

It really mimicked the feel and rhythm of a real game, but I wonder if I need to adjust the batting to make it a bit easier to hit. It could be that the challenges - and there were a *lot* of them, the single up the middle that put a man of first and third in the ninth couldn't be challenged as the Scrappers' second baseman, shortstop, and center fielder were all out of challenges - make things lean a bit much to the defensive side. It could also be that it was just a close game, and the next one might be 7-5. Of course it was a National League game, and the pitcher was batting, so that may be part of it too.

Friday, November 12, 2010

There are 2 ways to hit in ToI, and the batter can change between these two methods as he wishes. Hitting for Average, and Hitting for Power.

Hitting for Average

When a hitter is hitting for average, the Hitting check is made with a TN of COOR. The number of successes made is subtracted from the Pitcher's successes. If the result is positive, that is the pitcher made more successes than the hitter, an out is made. If the result is zero or negative, that is if the hitter made as many or more successes than the pitcher, the result is a hit. If there is a tie, the batter walks. If there is one more success, the result is a single. Two more successes means a double, three more a triple, and four more a home run.

Hitting for Power

When a hitter is hitting for power, the Hitting check is made with a TN of STR. The number of successes made is subtracted from the Pitcher's successes. If the result is positive or zero, that is the pitcher made as many or more successes than the hitter, an out is made. If the result in negative, that is if the hitter made more successes than the pitcher, the result is a hit. If there is one more success, the result is a single. Two more successes means a double, and three more a home run.

Pitching

There are two basic types of pitchers, Power Pitchers and Crafty Pitchers - AKA Junkballers. A pitcher must declare what type of pitcher he is at the beginning of the year, and may only change after the season ends and before the new one begins.

Power Pitchers generally use fastballs and sliders to blow the ball past the batter before the batter can react. Their Pitching Check is made vs a TN of STR. Any time the Power Pitcher has at least two successes more than the hitter, he can declare a strikeout. Strikeouts cannot be challenged.

Crafty Pitchers use curves, knuckleballs, splitters, and other junk as their main pitches, to trick and fool the hitters. Their Pitching Check is made vs a TN of COOR. Any time the Crafty Pitcher has at least two successes more than the hitter, he can declare the out a ground ball, with potential for a double play.

Challenges are the way base running and fielding works. A baserunner challenges the catcher's arm when trying to steal a base. A fielder challenges a hitter by trying for a spectacular catch on a hit. Players only have two challenges per game, so they need to pick and choose their challenges. Challenge a single in the third inning, and it's a waste. Challenge a homer in the ninth and you may not have enough to stop it. Otherwise, the result of the contest between a hitter and pitcher stands.

If more than one challenge is made on the same play, each succeeding challenge is at an additional -1. The Challenger must *beat* the challengee, so a tie means the original result stands.

So:

A batter hits an out with a runner on first. The Shortstop decides to challenge the out and try for the runner at second. Since he is challenging the hitter, he rolls an arm accuracy check against the base runner's Advance check. If he wins, the runner is out at second, and if he fails the challenge, everyone is safe. The second baseman can then challenge the runner at first the same way, but since it's the second challenge on the same play, it's at -1 die. If he wins the challenge, it's a double play. If he fails, it's a force out.

The runner at first base attempts to steal second by challenging the catcher's arm. The runner is challenging, so he has the burden of proof. The base runner must beat the catcher's throw or he's out.

Some Other Challenges:

You can see any baseball play as a Challenge, or as a series of Challenges.

Hitter Challenges an Out

When this is successful, it means a drag bunt or an infield hit. The Hitter makes a Base Stealing check vs. the Arm Accuracy of the infielder. The Hitter is limited to First Base unless there is an error.

Pitcher/Catcher Challenges a Runner

This is a pick off or pitch out. The Pitcher or Catcher rolls his Arm Accuracy vs the Runner's Advancing check.

Injuries

Injuries have a chance of happening any time a character uses his Traits in play. By using your traits, you are - by definition - giving everything you have, and that's when injuries happen. Each time a character uses a trait, immediately after the play the player - or GM for NPCs - makes an END check on a d20.

A character would have a serious injury only on a botch - a 20 - on his END check. That's a 5% chance. There is a higher chance of a nagging injury - with a consequence of -1 to an Attribute - on a simple failure, depending on the Attribute. So if a character has an END of 12, he has a nagging injury (which won't prevent playing) on a 13-19, and a bad injury (which will prevent play) on a 20.

If a 20 is rolled, roll again to determine how long the player will be sidelined:

Nagging injuries are the typical strains, sprains, bruises, and such that happen in normal play, and which the player is normally expected to play through. The Attribute injured in a nagging injury is the one used in the play where the injury happened. If it happens on a Base Stealing check, for example, the injury would be to the character's AGY. The character may play with any number of nagging injuries, but each one cumulatively degrades performance. The Manager may, of course, sit the player out until he has a chance to heal.

Healing

Any even diamond card turned over at the beginning of the day will heal at least one nagging injury, with higher cards healing more if present.

Traits

Each character has 7 points to put into personality traits. There are a minimum of 3 traits, with a maximum of 4 points in any one trait. Traits can be free form, but there's also a list you can choose from if you are stuck. Traits are both descriptors and mechanics. Traits when used can give the character an extra die for each trait point used *if* the GM agrees the trait is appropriate to the circumstance. In the example below, Stubborn would probably be appropriate, but Braggart probably wouldn't. Trait points are a renewable resource - they are refreshed entirely each session, and optionally a character can gain a point back when the player plays a trait to his disadvantage.

Example - A ball player who is Hot-Tempered 3, Stubborn 2, Adventurous 1, and Braggart 1 is attempting to stretch a single into a double. He's challenging the outfielder's arm and rolls three dice - Base Running+2 - against his END of 9, while the outfielder rolls 4 dice - Arm+3 - against his END of 8. Both get 2 successes. Since the runner is challenging the fielder the burden of proof is on the runner, so he has to beat the throw. A tie won't cut it. He uses his Stubborn trait - "bastard's not going to throw *me* out!" - to gain another die, and rolls a success. He's got a double!

Wednesday, November 10, 2010

As to not playing games out, my idea is basically to work off contested Team base ratings to get a modifier, then roll once for the unplayed game, win or lose. A highlights roll could also be made - each player roll 1d20, any 1 rolled means the player had a personal highlight. This TN should be modified upward depending on the star status (as determined by accumulated Notice) of the player - A standard player +0 to the TN, Rising Talent +1, Star +2, and Superstar +3. The quality of the highlight could be handled by a second roll with number of dice = 1, modified by star status, and counting only the highest roll. Thus the range of the result would be the same - anyone can hit a dramatic home run, or make an athletic catch - but the stars would have a better chance of getting the better success. I would let the player dictate the actual play, based on the roll and the predetermined result - no walk-off doubles when you lose the game! The highest result would decide first. The highlight would count toward Notice.

As for Tools of Ignorance CharGen, I'm thinking I'll go with layered templates. One for base Attributes and Background - life up to HS and/or College, and one for the Minors and Majors. Each template ages you a varying number of years, which affects your Attributes. So you can come into the game as a fresh-faced rookie or as an aging star on the decline, or as a veteran in his prime. Each template will have one or two switches, but mostly it is a package. This method will be a big aid in the Team Construction, because I can list the resource point cost of an Aging Superstar right up front, and the player-owners can see what slots are open for them. Also, real baseball loves these 'types' in real life, and it's a natural fit, like with pulp.

I went with the layered approach to speed up CharGen. The more choices players have to make, the slower CharGen is. I could go with a two-template version, combining Attributes and Background into one, and College, Minor and Major experience into another. My group has been with me for a long time, since they were 13, and my typical loose lifepath chargen with a lot of choices is duck soup for them - they blaze through it in minutes - but I recently lost a couple players to college and gained a new one, and watching the newbie slowly pick his way through was deadly slow, because each choice had to be analyzed and understood before he could select.

I originally went with a five-layered set up to reduce choices to five while retaining as large a variability between PCs as possible. Going with two layers reduces variability, but would speed up CharGen even more.

There will be two basic types of pitchers, Power pitchers who rely on STR, and Crafty pitchers who rely on COOR. END will differentiate between relievers and starters. There will be Infielder, Outfielder, Utility Fielder, and Catcher templates for position players. Generally DHs will nominally be position players who have poor fielding skills. David Ortiz, for example, is actually a competent first baseman with poor range, but why play him at first when you have a Kevin Youkillis?

Attributes will decline faster and earlier than with my other games - not because they actually decline compared to normal people, but because the gradations are smaller. An athlete is his 40s could be in terrific shape compared to a normal schlub, yet compared to young athletes would have lost his edge. The decline will start earlier and accelerate with age. The Attribute change would be built into the templates for chargen, and would apply to everyone, PC and NPC, in the yearly maintenance phase thereafter.

Social skills will be important as well. An intelligent, charismatic star could become a superstar solely because of media manipulation and fan favoritism. Leadership can also raise a character's status. There will also be a large component of the game devoted to the players' personal lives. I'm thinking of a random system - I'm thinking cards - which would turn up good and bad things happening such as scandal, romance, loss, betrayal, children, heartbreak, disease, etc. once per session. Players could volunteer to take it, earning a bennie, or it could be assigned by the GM with no bennie if no one volunteers. This may be an optional sub-system.

I'm thinking broadly along the lines of Hearts = Romance, Diamonds = Health, Spades = Media, and Clubs = Team, with the magnitude increasing along with the value, and odds being negative, evens being positive. So turning over a nine of Hearts might give a result of "You suspect your S.O. may be cheating on you", with the Player and GM hashing out the details, or substituting something which is equally important, but which makes more sense with the player's actual situation.

The higher ranking cards should possibly have on-field impacts as well, no matter the suit. A bad relationship can set a player into a tailspin as much as an injury can. Media attention can have on-field consequences as well. I'm thinking of giving a recommendation to suit the card result, which the group can enact, ignore, or modify as suits them.

With the StarPool system I have two aspects to play with, which can combine to create the overall ability - Skill (number of dice) and Attribute (TN). So Hit for Average would combine Hitting + COOR, and Hit for Power would combine Hitting + STR. Glove would be split into Range, combining Glove + AGY, and Ball Handling, combining Glove + COOR. Arm would be split into Arm Range, combining Arm + STR, and Arm Accuracy, combining Arm + END. Speed would be split into Stealing, combining Base Running + AGY, and Advancing, combining Base Running + END.

Thanks to Rich/Orklord on RPGHaven for crystalizing so much of this game with his suggestions!

Tuesday, November 9, 2010

A game I've had in the back of my head for some time is a baseball RPG. It's got a great structural similarity to RPGs - team play, season as campaign, individual heroics within the context of a group, rivalries and friendships both within the team and with other teams, tactics, strategy, risk, and reward. It's also awesome fun!

I want to do this using the StarPool resolution system - used in Blood Games II, OHMAS, and Outremer - because it's easy to deal with contested actions by subtracting successes from each other, or with uncontested actions by changing the TN. I would also set up a Company Resource allocation bit like in OHMAS and Outremer, to buy Free Agents, maintain and expand the park, and pay for other players. Income would be based on market size and modified by success. There would be a troupe aspect - the players would be both owners as well as players.

Most games wouldn't be played out - I mean there are 162 games in the season, plus playoffs and World Series. A Notice system might make sense as well - as in the In Harm's Way series of games - for appropriately rewarding important successes and failures.

Monday, November 1, 2010

I should have an alpha playtest version of Outremer done very soon. I have most of the Paths done, and most of the setting. I worked on it over the last week - I was on vacation - and got off to a very good start. I still have a long way to go, but A good start like this was a huge energy boost for me!

Much of the work was collecting and integrating dozens of scattered notes into an actual game framework. I still have to write huge chunks of the Religion section, Most of the Djinn section, a couple of Paths of Power, and a few bits of the setting, but much has been accomplished!